Small correction: When building brushes you can use any combination of tiles from any part of your tileset. All tiles placed in the brush editor that are "touching" can be selected as a single brush regardless of what tiles they are made from; they do not need to be "near each other"
(at 4:16) My understanding is that "Disable Source Sprite Export" needs to be unchecked if you want to use the collision functions (place_meeting(), move_and_collid()) with the tileset. For example, a platformer where the tileset is used to build the platforms on which the player navigates the level. Using these functions with a tileset in this way (you have to get the ID of the tilemap layer in the room and then use that ID in those functions) may be a newer feature since this video was made though. Just adding it here for reference.
What If I got all the images as single files? I got 26 (?) road tiles as single files. So how can I make one big image out of it without using something like paint to manually arrange them? And then, 26 is obviously not 16 and not 47 .... so I need to find something else?
Say you're using GM to remake an old NES game and made a booboo with how you obtained your original sprites for the various tilesets. You essentially want to refactor all your tilesets so their respective positions in each tile sprite are the same. I.E. the first 16X8 portion of tiles uses this palette, the next 16x8 portion uses that palette, etc. while removing the unneeded jargon like character sprites that may have also shown up in the original ripped nametable for the tileset. (The NES had to cache in everything it would need for a scene into a 16X16 name table, background tiles, sprite tiles, the works. Typically, the sprite tiles appeared in the upper portion of the name table.) Say, you've ALSO finished tiling all the rooms (ALL THE ROOMS!) and now, if you were to alter the original tile sprite, the tileset would reference incorrect tile addresses. (And, yes, I need to fix the original tiles because I want to create a high-rez tile pack the user can toggle to and I want everything to line up.) 1. Is there a way to shift room tile-layer reference codes in Game Maker. 2. I could do this in Word VBA but am wondering if someone created a method for refactoring a tileset. 3. Could a refactoring feature be added to Game Maker? I will also post this same question on the forums...
You can use the Rectangle tool to place a large portion of tiles or the Fill tool to fill an area. They will still be individual tiles, but this helps you place them faster. Tile sets don't have a way to "scale" one tile to cover a larger area, as tile cells are independent of each other.
Small correction: When building brushes you can use any combination of tiles from any part of your tileset. All tiles placed in the brush editor that are "touching" can be selected as a single brush regardless of what tiles they are made from; they do not need to be "near each other"
Subbed. Ive own GM2 since it came out but never touched it. Finally wound up with a lot of free time and decided to learning. Thanks!
(at 4:16) My understanding is that "Disable Source Sprite Export" needs to be unchecked if you want to use the collision functions (place_meeting(), move_and_collid()) with the tileset. For example, a platformer where the tileset is used to build the platforms on which the player navigates the level. Using these functions with a tileset in this way (you have to get the ID of the tilemap layer in the room and then use that ID in those functions) may be a newer feature since this video was made though. Just adding it here for reference.
thank you so much, this is exactly what I was looking for :D
you are the best greetings from cuba.
What If I got all the images as single files? I got 26 (?) road tiles as single files.
So how can I make one big image out of it without using something like paint to manually arrange them?
And then, 26 is obviously not 16 and not 47 .... so I need to find something else?
Say you're using GM to remake an old NES game and made a booboo with how you obtained your original sprites for the various tilesets. You essentially want to refactor all your tilesets so their respective positions in each tile sprite are the same. I.E. the first 16X8 portion of tiles uses this palette, the next 16x8 portion uses that palette, etc. while removing the unneeded jargon like character sprites that may have also shown up in the original ripped nametable for the tileset. (The NES had to cache in everything it would need for a scene into a 16X16 name table, background tiles, sprite tiles, the works. Typically, the sprite tiles appeared in the upper portion of the name table.) Say, you've ALSO finished tiling all the rooms (ALL THE ROOMS!) and now, if you were to alter the original tile sprite, the tileset would reference incorrect tile addresses. (And, yes, I need to fix the original tiles because I want to create a high-rez tile pack the user can toggle to and I want everything to line up.)
1. Is there a way to shift room tile-layer reference codes in Game Maker.
2. I could do this in Word VBA but am wondering if someone created a method for refactoring a tileset.
3. Could a refactoring feature be added to Game Maker?
I will also post this same question on the forums...
Thank you for this.
Great tutorial very plain and informative thanks...
what about more complex tiles? i got one from itchio and it definitely dosent fit in 16 or 47? what do i do now 😢
is there a specific place to get these tile sets? like a discord server or website?
what tileset is that?
I pretty sure its from a free demo/template level
This is just perfect!!! 😍
i have a problem with killing the enemy i can only kill it if i jump 2 times on top of it
how can i change the block size?
very good!
why is there no option to stretch a single tile and scale it so that you don't have to use 1000 tiles to get an ocean for example.
You can use the Rectangle tool to place a large portion of tiles or the Fill tool to fill an area. They will still be individual tiles, but this helps you place them faster. Tile sets don't have a way to "scale" one tile to cover a larger area, as tile cells are independent of each other.
日本語解説版も出して欲しい😢